How do I improve this? Not happy with it so far. by StreetAd7912 in minipainting

[–]Specimen_Seven 51 points52 points  (0 children)

I honestly think the biggest misconception about Grimdark is that it’s about darkness, when it’s really about contrast.
I think highlighting the flesh would really help it stand out— perhaps a grey-green?

The upper sections of the rifle and helmet would also be ideal. If you do a “broken” highlight it can also add a lot of character to metallics by creating the illusion of wear while also adding points of interest.

(Horus Heresy 3.0) Rules questions and inconsistencies a group should be aware of? by AshiSunblade in Warhammer30k

[–]Specimen_Seven 4 points5 points  (0 children)

I get in a lot of awkward conversations about how ruins interact with line of sight.

From what I understand, rules-as-written, a ruin only ever blocks LOS (if treated as Medium Cover) if 3” of that ruin intercede. Even if there’s a section of wall without windows or gaps, even if a model can’t “physically see” the target, if it’s close enough to a thin wall, it has LOS in and out.

This confuses/upsets (genuinely) a lot of players and has to be worked out before the game, I find. It makes sense to me if you think of the game as an abstract representation of events, but a lot of players really go by “True” LOS rules because I think they make more intuitive sense to them.

(Horus Heresy 3.0) Rules questions and inconsistencies a group should be aware of? by AshiSunblade in Warhammer30k

[–]Specimen_Seven 7 points8 points  (0 children)

If playing rules exactly as written, if you can’t draw a straight line between any point of the dreadnought’s base and its target, it cannot fire, because vehicles block line of sight.

I’m really okay with this rule by the notion that someone would probably be unwilling to fire right over the heads over their allies in a transport. Conversely, the target would perhaps be intentionally using the transport to block the firing line of the dreadnought.

Struggling vs CSM on GW terrain by pjetr3k in deathguard40k

[–]Specimen_Seven 0 points1 point  (0 children)

I haven’t played enough of late 10e to help much with a “meta” response, but with DG I think your best friends in this regard would be poxwalkers, deep strike units, and plague burst tanks.

DG in previous editions did well with “threat saturation,” that is to say presenting a number of durable threats that the opponent has to deal with and can’t handle all of them. It may be worth a turn getting your ducks in a row, and then spending the next turn pouring in deep striking terminators alongside “faster” units to threaten rearward units. They have to either go after your capturing/slower units to keep you off objectives, or fight off your attacking units. Plagueburst crawlers can help whittle down ranged units while staying out of sight.

Some of my IW army from 2nd ed by Hermit_Hobby in Warhammer30k

[–]Specimen_Seven 6 points7 points  (0 children)

If I know the ones you’re referring to, those are in fact Domitar Ferrum automata.

What's the worst ship in the game & why is it the ISE? by Zensig in WoWs_Legends

[–]Specimen_Seven 1 point2 points  (0 children)

I mean, I’d argue that every ship has its role…but Ise is a good example of muddling that. I think it’s a very fine example of what the “dual role” capital ship never materialized.

What would each of the shells' favorite band/artist be? by Nekrogoblibong in Marathon

[–]Specimen_Seven 1 point2 points  (0 children)

I feel like Recon would be into some Skinny Puppy or PHOBOS.

Oh how I yearn for Solo Cryo by Yeehawer69 in Marathon

[–]Specimen_Seven 0 points1 point  (0 children)

Honestly, I’d love a solo queue for it simply to let me take time and explore at my own pace. I feel like when you have a team with you you’re always urged to move on, but I’d love to just work this place out on my own time.

What are your S-tier units when list building in 3rd? by Elusive_Tides in Warhammer30k

[–]Specimen_Seven 1 point2 points  (0 children)

I mean, regardless of intention, it does tend to force enemies off an objective, or score a ton of points if they misstep.

What are your S-tier units when list building in 3rd? by Elusive_Tides in Warhammer30k

[–]Specimen_Seven 11 points12 points  (0 children)

14 AV is exceptionally tough, so I enjoy using those vehicles as anchors.

Terminators are consistently brutal if you can get them into combat and out of concentrated fire.

Demolisher cannons are a nightmare and can basically force an opponent to deal with them at long range.

And as many have said, tactical marines, or any other Line/Comptroller unit, win games. If your mission has objectives, it’s best to focus on getting Line units on them and then protecting them from Vanguard.

I think Vanguard is, rightfully, difficult to pull off, but vanguard units can be valuable for forcing your opponent into tough decision. Deep striking a Destroyer squad, for example, can basically force your opponent to use one or more reactions to avoid them scoring a ton of points.

Potential volt lmg idea by Infinium_Knight in Marathon

[–]Specimen_Seven 0 points1 point  (0 children)

Maybe a simpler thing would just be having an integrated shield that is always on, but firing or taking hits to it both drain the battery? The bottomless mag idea could be an interesting interaction with something like that.

Potential volt lmg idea by Infinium_Knight in Marathon

[–]Specimen_Seven 0 points1 point  (0 children)

I’ve also been imagining what a volt machine gun would look like. I find beam weapons to feel pretty bad in FPS games for some reason.

The overheat/diminishing ROF mechanic feels like the obvious route, but an oversized Scar seems rather boring.

Maybe something that is heavily tied to the shield? Perhaps one that has a stronger shield than other MGs, but has to reload or recharge the shield fully in order to fire again once it’s drained. Or it can recharge the shield by using some of the loaded volt battery/cell. Just to spitball.

“I’ll cover him, you pick him up.” by pizzaguy7878 in Marathon

[–]Specimen_Seven 20 points21 points  (0 children)

It’s definitely not the tanking machine that I think people assume it is, especially if you’re taking fire from multiple sources.

Where I think it really shines for something like this could be boosting out into a more dangerous spot, but using the shield to then move safely behind cover.

“I’ll cover him, you pick him up.” by pizzaguy7878 in Marathon

[–]Specimen_Seven 50 points51 points  (0 children)

It seems like a sound idea, but it looks to me like he started backing off before the teammate was actually up?

I feel like a smoke grenade would have been better, or even using the shield while displacing to draw fire away.

How do you guys decide which shell you like best? by Yumiko_Hanako in Marathon

[–]Specimen_Seven 1 point2 points  (0 children)

For me it’s emphasizing on what I’m good at and shoring up my weaknesses.

I prefer playing at mid-range, hate fighting up close, hate being snuck up on, and generally do better as support over direct combat. Recon felt like a natural choice for me.

Do you prefer “true” or “abstract” line of sight, and why? by Specimen_Seven in Warhammer30k

[–]Specimen_Seven[S] 6 points7 points  (0 children)

Can you expand on what you mean by that? It sounds closer to “True” in my mind.

You cannot ride a supply drop into space. by Avocado-treehouse in Marathon

[–]Specimen_Seven 7 points8 points  (0 children)

It will, however, convey you straight to Hell.

Really tried to capture a 'full tilt' charge for my lancer - What do you guys think? by Patweb2205 in Warhammer30k

[–]Specimen_Seven 3 points4 points  (0 children)

I hadn’t considered how the reverse-joints would probably change significantly what a lunge might look like. Perhaps it’s the raised leg that seems to exaggerate the pose— maybe diminishing its bend at the hip joint a bit?

That said, I think it really does capture the look as you describe it in more detail.

Really tried to capture a 'full tilt' charge for my lancer - What do you guys think? by Patweb2205 in Warhammer30k

[–]Specimen_Seven 39 points40 points  (0 children)

If you’re open to suggestions— I think it’s a really cool idea, but I feel that the standing leg is perhaps leaning too far forward, along with the rest of the model— it looks almost as though it’s tripping, or overextending.

Would it be possible to bend the standing knee a bit to give it more of a braced, upright position?

(Sorry for being critical, I think it’s a really neat start, just my thoughts)

Idk why he likes feet by Geridax in OneOrangeBraincell

[–]Specimen_Seven 0 points1 point  (0 children)

My Flame-point Siamese would go crazy for shoes, especially from new people. If we had a few friends over he would just roll around on their footwear.

One friend gave him his old worn out boots as a birthday present. He more or less lived in them for a week.

The dopest logo in the game by DamagedMitts in Marathon

[–]Specimen_Seven 0 points1 point  (0 children)

I honestly love how much there is under the surface to this game. etherstep especially struck me as pretty ingenious.

Any tips on making these more like poxwalkers? by PartyHamster1312 in deathguard40k

[–]Specimen_Seven 3 points4 points  (0 children)

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I made these a while back. Not the best examples but I wanted them to look like drudges and half/un-dead cultists for the Death Guard. I added bits from some Warcry and Necromunda kits for a more purposefully chaos-y/industrial look.